The game sort of runs on RADV with lowest settings (although with graphical corruption due to missing API/Shader features), so I assume the crashes are a driver bug or a bug in my shader compiler. Can't really do anything about that since I cannot debug closed-source Windows drivers.
will try on RADV VEGA soon just to confirm..
using up to https://github.com/doitsujin/dxvk/commit/26ef59dd6f3740f53dd4fdbae76144d0e0c96604 and disabling tesselation even at high settings benchmark starts and runs for a few seconds then seems triggers a TDR driver recovery on Windows..
updated logs:
seems crash could be due to:
err: DxvkGraphicsPipeline: Input layout mismatches vertex shader input
just before:
warn: D3D11Device::GetDeviceRemovedReason: Stub
ROTTR_d3d11.log
ROTTR_dxgi.log
seems crash could be due to:
It's not because DXVK just doesn't draw anything when that happens. There are a few DXBC instructions missing though, and I'm currently working on fixing an issue with read-ony depth buffers that affects ROTTR.
The latest commits should have fixed both the crashes and a bunch of visual issues. It still doesn't render correctly in all situations but those issues are not game specific, so I'm going to close this.

thanks..
yes it works now on RADV at least..
Nothing extracted yet.
seems needs:
warn: D3D11DeviceContext::QueryInterface: Unknown interface query
warn: DxbcCompiler: Unhandled opcode class: DxbcOpcode::CountBits
err: D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented
warn: DxbcCompiler: Unhandled instruction: DxbcOpcode::AtomicCmpStore
System information
Apitrace file(s)
Log files
ROTTR_d3d11.log
ROTTR_dxgi.log